Author Topic: Grekku  (Read 351 times)

Offline Asinjin

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Grekku
« on: June 17, 2023, 07:19:37 PM »
For Windblade.
The hand that rolls the Dice rules the world.

Offline Windblade

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Re: Grekku
« Reply #1 on: June 23, 2023, 10:55:48 PM »
I just wanted to figure out what is the best way to make the Grekko a usable race that can survive under ground without out sight.  They need to be able to walk in their natural habit without falling in chasm or constantly bumping into walls.  However, we want to make them distinctly different from races with sight.  Here are some feats I took to make this start to become viable but I also think some of these might need to be made part of the initial race.  Just curious about what everyone's thoughts are and what is the best way to  make this race viable and make sense.


Blind-Fight

Benefit
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special
The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Scent (Ex Ability)
This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Improved scent

Prerequisite
Scent ability,

Required for
Uncanny Scent (SS) ,

Benefit
You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

Normal
Without this feat, you can detect creatures by smell only within 30 feet.

Uncanny scent

Prerequisite
Improved Scent (SS) , Scent ability,

Benefit
You can pinpoint the location of a scent when within 20 feet.

Normal
You can pinpoint the location of a scent when within 5 feet.